Simulation engines: video games in the age of dual technologies
- Video games create settings for action by organising a limited space within which players can operate.
- Methods such as technical scripting, design fiction and science-fiction prototyping enable us to challenge preconceptions, reveal latent consequences, test the limits of a system, and so on.
- The multiverse is a method for comparing worlds of action and enables a return to reality with improved hypotheses and training.
- Three dimensions exist in these games: simulation (the realism of entities’ behaviour; immersion), sensory (aesthetic and narrative engagement) and gamification (the mobilisation of emotional response through a reward system).
It would be a mistake to reduce video games to only their visuals, their narratives or their target market. But their technical power lies elsewhere: they create environments in which action takes place. A game engine does not merely display a scene; it organises a space governed by constraints within which players can act, fail, try again, optimise their actions and reveal discrepancies between surface rules and underlying rules.
A simulation engine imposes a practical framework: actors, positions, states, transitions, visible rules, underlying rules, thresholds and feedback. A useful simulation is not the one that most closely resembles reality. It is the one that effectively addresses a problem. It must simplify reality enough to make it manageable, but not to the point that the lessons learned are misleading.
The Signal Scope simulation, developed for the École Nationale Supérieure de la Police, and more recently Operation Aconit, conducted on behalf of the French Army, illustrate this approach in an operational context. Their aim is not to add a fun element to an existing training programme, but to create a controlled environment for addressing a specific problem. Participants work within a situation structured by roles, imperfect information, explicit constraints, room for manoeuvre and delayed effects. Decisions leave a trail; assessments can be questioned; boundaries emerge within the group dynamic; and the debriefing then compares the paths taken, the dead ends and the workarounds. Aconit reveals what a simple reading often hides: the way in which a group allocates its attention, prioritises risks, accepts uncertainty and translates an instruction into actual behaviour. The value of Aconit therefore does not lie in the game itself. It lies in the production of actionable operational material: what was observed, decided, lost, circumvented or misinterpreted. The game becomes a framework of constraints, observation and decision-making.
Methods such as technical scenario-building, design fiction and science-fiction prototyping then come into play. Their value does not lie in the narrative. It lies in their ability to deconstruct representations, to make latent consequences visible, to allow for objections that are difficult to voice within a hierarchical organisation, and to test the limits of a system. Multiversalism must be understood in this practical sense. It is not about celebrating spectacular virtual worlds. It is about generating multiple branches of the same problem: multiple scenarios, multiple sets of constraints, multiple reactions from actors, multiple critical thresholds. The multiverse becomes a method for comparing worlds of action. It allows us to return to reality with better hypotheses.
When we talk about video games, we tend to focus on the visuals, the narrative, the player’s experience or the market. But from the perspective of dual technologies1, the engine primarily organises a world of action, complete with its resources, constraints and learning processes. Can it be understood as a technical object in the strictest sense?
Vincent Bontems. Yes, provided we consider several different perspectives. For the programmer, the engine comprises the components that calculate the geometry and pseudo-physics of the environment. For the player, it becomes the avatar’s associated environment, with resources and constraints that give rise to physical and intellectual techniques. For the a ‘technology philosopher’, the digital object is established within the circuit linking the involved subject, the machine, the images and the actions. This circuit remains asymmetrical: the player does not, strictly speaking, modify the engine. We must therefore analyse what this engine encloses, opens up and stabilises.
When an engine is applied to industry, training, simulation or defence, it carries with it a particular way of segmenting action. What does the ‘technology philosophy’ offer here?
It enables us to look beyond the surface of these uses. We must distinguish between what changes, such as images, sounds, scripts and objectives, and what remains constant, such as certain calculations, rhythms, movement constraints, forms of anticipation or learning processes. Modding practices clearly illustrate this creative stability: we transform the experience, but we work within the engine’s existing framework. A comparative study of engines thus enables us to categorise learning processes. It would, however, be a mistake to believe that simulated learning is identical to real-world experience. There is always a gap, even in a flight simulator.
In gamified training programmes conducted with the ENSP and the Army, particularly in relation to Operation Aconit, the aim is not to produce a game, but a controlled environment. How can we distinguish between video games, simulations, wargames, digital twins, immersive environments and the metaverse?
They can be categorised along three axes: simulation, that is, the realism of entities’ behaviour; immersion, that is, sensory, aesthetic and narrative engagement; and gamification, that is, the mobilisation of emotional response through a reward system. Market distinctions matter less than the combination of these three dimensions. In a project for the armed forces on wound management, the aim was not to make the wound pleasant or realistic for its own sake, but to make its consequences manageable within an engaging experience. The key criterion was not the label of the system, but the experience to be created.
A work sequence can be broken down into six steps:
1. Identify the actual need, not just the publicity stunt.
2. Describe the stakeholders, dependencies, data and security constraints.
3. Build a minimal, controllable environment that is nevertheless rich enough to highlight trade-offs.
4. Define the thresholds to be tested, for example information overload, logistical breakdown, loss of trust, cognitive overload, escalation or circumvention.
5. Run through several scenarios, compare decisions, keep records and identify discrepancies with reality.
6. Feed back into the organisation with criteria for action. The simulation then becomes a test bed. It forces a group to spell out what it assumes, what it measures and what it considers to be a tipping point.
This approach also provides an editorial guideline: never present a simulated world as a prediction. Present it as a testable, time-bound, contestable and amendable hypothesis, the value of which is measured by the decisions it helps to improve. This avoids gratuitous sensationalism and compels the group to make better decisions collectively.
The term “multiverse” is hampered by its sensationalist uses. Under what conditions can it become a serious method?
Multiversalism involves imagining other worlds to think about the world differently. It is based on the interplay between the “what if?” of the imagination and the “yes, but…” of critical rationality. Any scenario-building reduces a situation to a few factors, the variations of which are then combined. The challenge lies in choosing the right variables and understanding why we vary them. Exploring possibilities encourages a shift away from fixed perspectives; focusing on a technological trajectory, its dependencies and its tipping points, on the other hand, falls more within the remit of Net Technological Assessment. The two approaches should be integrated.
When analysing dual technologies, how can we avoid two pitfalls: a literature review that focuses solely on actors and markets, and a scenario-building process that is too loose and loses the discipline of evaluation?
We must document and simulate according to thresholds. The approach you proposed during the debriefing of the workshop on anticipating critical thresholds leads to this: determining, in the present, the variables that cause a situation to tip over, then testing them according to the relevant scales. Virtual simulation can help to isolate these variables, generate new observables and test strategies for resilience. But it does not replace documentation. It organises it around thresholds, linkages between technologies and associated environments, and scales of observation.
Under what conditions does science-fiction prototyping become a working method, rather than a communication tool?
It becomes a method when it produces three effects. Firstly, decontextualisation: it strips away the certainties of the present. Secondly, amplification: it pushes the consequences beyond immediately accessible scales. Finally, the “umbrella” effect: it allows dissenting viewpoints to be expressed within a hierarchical organisation. Saying “I wouldn’t want to live in this world” may be more acceptable than saying “no” outright. For every problem, there is a form of prototyping: one can scientificise a work of fiction, reconstruct a technology within a constrained universe, or imagine an alternative trajectory to test an existing system.
Should dual-use technologies be assessed solely based on their technical and industrial maturity, or also in terms of the spheres of application and the balance of power they enable?
We need to look at the issue from the opposite angle. Today’s dual-use technologies are integrated from the outset into the social, economic and political spheres, but their civilian uses are inseparable from their military uses. Robotisation, the proliferation of drones and artificial intelligence are already changing the paradigms of conflict and cognitive warfare. Methods for assessing the maturity of technical developments remain useful, whether they be TRIZ or Simondon’s genetic mechanology. But these must be supplemented by a form of science-fiction prototyping designed to gauge the possible transformations in the balance of power. There is no miracle method. There are complementary operational methods.
The shift is simple: video games should not be imported as a model but studied as an already established technical laboratory. They have established ways of creating spaces, making avatars act, managing interactions, scripting constraints and measuring behaviours. This framework is now being applied to training, internal security, industry, defence, cybersecurity, crisis management and decision support.
For dual-use technologies, the assessment must therefore address three practical questions. What does the solution do? What world of action does it make possible? Is this world technically, industrially and operationally sustainable? Business intelligence identifies the actors, dependencies and trajectories. Simulation tests scenarios. Disciplined multiversalism compares thresholds and possible branches. Their integration transforms creativity into an assessment tool, and technology watch into a decision-making method.

